Post by Haight on Mar 16, 2018 21:02:40 GMT
So !
Lukas: I can be 8 FOC every turn for the cost of some damage. More reason to bring Morely along. This is a very precisely worded feat as at first read i said "oh, they capped his feat to 11 focus, that's kind of a bummer..."
And then i realized that "can" does not equal "must", and while you take a point of damage for each token per turn, the removal mechanism is 1) optional, and 2) those tokens stick around.
This makes planning a feat turn where you get a big gigantic payload require some planning so you don't ice yourself, but the damage grid increase to 18 helps this out.
I need to test this: I think, overall, i like it as i can flatten my focus arc both more reliably and at a higher plateau, and do some work to mitigate the overall drawbacks, and with the right amount of planning and healing still get a big payload feat turn (potentially, though rarely, larger than previously, i think) while maintaining that higher overall arc of focus.
A few things to note / test. Bringing a model that can heal him is very important, so Morely has even more value now than previously. I'm not sure if the healing Merc Solo(s? - i know Doc Killingsworth) are worth the solo slot in opus, and i forget if there's any others out there off the top of my head, but 1-2 vectors of healing could be pretty damn clutch with him. They said they wanted to exemplify a tolerance / toxicity abstraction with a gambling playstyle, and i think they nailed it. I'm excited to test this version.
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Loss of A&H - Honestly no big deal. It was kinda gimmicky anyhow and a large investment of points. That buff with RO is huge in other factions, in CG, there's more where that came from.
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Gearhart: Doubling down on the support caster that has some guns, Solid Ground and Decel will feel oppressive. They have a point that it'll deliver rocketmen best in faction. It'll deliver just about any infantry best in faction. He's still a static "switch to Shadowbind gun, cast muh spells" caster. Still boring, still not compelling.
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MacKay -
Vet Leader gone: Good, I and others noted this as part of the problem.
Loss of arcing fire: Understandable.
Loss of range: Uh, ok.
Loss of AOE: A'ight guys, the overall speed and accuracy were issues, you pulled the fang off her gun and made the oil trick (janky as it was) much harder to make work.
I think they tacked just a TOUCH too hard in bringing MacKay's personal output in line. Put that AOE back to 4" and i think you're mostly okay, though the loss of a bit of range is touch disappointing, but understandable.
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Liberator - Cut True Sight, Add "can arc while engaged".
HHhhhnnnnngggggggggggggg. I almost can't like this jack more. This helps it keep its primary and secondary roles equal in my eyes and makes this jack kick ass.
-------------
Vulcan -
Iron bane now only affects enemies. A great quality of life improvement.
He's still too damn fast. Reduce to SPD 5. Its not really fair to all the other gargossals out there that in a faction of buffs and debuffs and battlegroup / non battle group speed and threat enhancers that this guy's MAT 6, RAT 6, SPD 6, and has this kind of attack output economy.
--------------
CGI -
Repo became war tempered allowing them to CRA things in melee. That's.... interesting. Mini-Feat Dual shot is pretty good.
These guys are basically expensive long-gunners at this rate. They legit have a point less of threat range, but a point more hitting power, but more ability to continue to bring their CRA to bear turn to turn.
Still expensive AF, and the attachment is essentially mandatory.... but.... i kinda like the now ? The loss of repo hurts, but they are now much more offensive than they were and not just shitty crit hunters. I want to test how hard it is to keep them safe without repo, or if they basically shoot one turn and then evaporate the next.
-------------
Stormtroopers:
Reduction of FA3 to FA2. If you were taking 3 full units of Stormtroopers, you are an Uranus. TO me this is a non-change.
Reduction of Range to 10. Ouch. That actually hurts more than the suggestion i gave of reduction of 1 POW. Want to test but i think they are going to be completely reasonable now.
-------------
Dragon Breath Rocket: Fixed 0 Melee range. This is administrative.
------------
Railess - Same gun treatment as MacKay - down in range to 14", down in aoe to 3". This hurts less on Railess than on MacKay IMHO.
-----------
Mechanics: Become FA: 4. This is to fix issues in Prima where you'd take your 3 Mechanic benefit, and have 2 points left over, and have legit nothing to spend it on. Minor quality of life improvement in Prima.
Lukas: I can be 8 FOC every turn for the cost of some damage. More reason to bring Morely along. This is a very precisely worded feat as at first read i said "oh, they capped his feat to 11 focus, that's kind of a bummer..."
And then i realized that "can" does not equal "must", and while you take a point of damage for each token per turn, the removal mechanism is 1) optional, and 2) those tokens stick around.
This makes planning a feat turn where you get a big gigantic payload require some planning so you don't ice yourself, but the damage grid increase to 18 helps this out.
I need to test this: I think, overall, i like it as i can flatten my focus arc both more reliably and at a higher plateau, and do some work to mitigate the overall drawbacks, and with the right amount of planning and healing still get a big payload feat turn (potentially, though rarely, larger than previously, i think) while maintaining that higher overall arc of focus.
A few things to note / test. Bringing a model that can heal him is very important, so Morely has even more value now than previously. I'm not sure if the healing Merc Solo(s? - i know Doc Killingsworth) are worth the solo slot in opus, and i forget if there's any others out there off the top of my head, but 1-2 vectors of healing could be pretty damn clutch with him. They said they wanted to exemplify a tolerance / toxicity abstraction with a gambling playstyle, and i think they nailed it. I'm excited to test this version.
------
Loss of A&H - Honestly no big deal. It was kinda gimmicky anyhow and a large investment of points. That buff with RO is huge in other factions, in CG, there's more where that came from.
----------
Gearhart: Doubling down on the support caster that has some guns, Solid Ground and Decel will feel oppressive. They have a point that it'll deliver rocketmen best in faction. It'll deliver just about any infantry best in faction. He's still a static "switch to Shadowbind gun, cast muh spells" caster. Still boring, still not compelling.
----------
MacKay -
Vet Leader gone: Good, I and others noted this as part of the problem.
Loss of arcing fire: Understandable.
Loss of range: Uh, ok.
Loss of AOE: A'ight guys, the overall speed and accuracy were issues, you pulled the fang off her gun and made the oil trick (janky as it was) much harder to make work.
I think they tacked just a TOUCH too hard in bringing MacKay's personal output in line. Put that AOE back to 4" and i think you're mostly okay, though the loss of a bit of range is touch disappointing, but understandable.
--------------
Liberator - Cut True Sight, Add "can arc while engaged".
HHhhhnnnnngggggggggggggg. I almost can't like this jack more. This helps it keep its primary and secondary roles equal in my eyes and makes this jack kick ass.
-------------
Vulcan -
Iron bane now only affects enemies. A great quality of life improvement.
He's still too damn fast. Reduce to SPD 5. Its not really fair to all the other gargossals out there that in a faction of buffs and debuffs and battlegroup / non battle group speed and threat enhancers that this guy's MAT 6, RAT 6, SPD 6, and has this kind of attack output economy.
--------------
CGI -
Repo became war tempered allowing them to CRA things in melee. That's.... interesting. Mini-Feat Dual shot is pretty good.
These guys are basically expensive long-gunners at this rate. They legit have a point less of threat range, but a point more hitting power, but more ability to continue to bring their CRA to bear turn to turn.
Still expensive AF, and the attachment is essentially mandatory.... but.... i kinda like the now ? The loss of repo hurts, but they are now much more offensive than they were and not just shitty crit hunters. I want to test how hard it is to keep them safe without repo, or if they basically shoot one turn and then evaporate the next.
-------------
Stormtroopers:
Reduction of FA3 to FA2. If you were taking 3 full units of Stormtroopers, you are an Uranus. TO me this is a non-change.
Reduction of Range to 10. Ouch. That actually hurts more than the suggestion i gave of reduction of 1 POW. Want to test but i think they are going to be completely reasonable now.
-------------
Dragon Breath Rocket: Fixed 0 Melee range. This is administrative.
------------
Railess - Same gun treatment as MacKay - down in range to 14", down in aoe to 3". This hurts less on Railess than on MacKay IMHO.
-----------
Mechanics: Become FA: 4. This is to fix issues in Prima where you'd take your 3 Mechanic benefit, and have 2 points left over, and have legit nothing to spend it on. Minor quality of life improvement in Prima.